public void HealAction(Entity usedBy, Entity usedAgainst)
        {
            Console.WriteLine(usedBy.Name + " is healing " + usedAgainst.Name);
            int heal = (int)Math.Truncate(rand.Next(MIN_BASE_HEAL, MAX_BASE_HEAL) * usedBy.ActionModifier());

            usedAgainst.Health = usedAgainst.Health + heal;
        }
        public void AttackAction(Entity usedBy, Entity usedAgainst)
        {
            Console.WriteLine(usedBy.Name + " is Attacking " + usedAgainst.Name);
            int  damage = (int)Math.Truncate(rand.Next(MIN_BASE_DMG, MAX_BASE_DMG) * usedBy.ActionModifier());
            bool landed = rand.Next(0, 100) > (usedBy.Accuracy / 100);

            if (landed)
            {
                usedAgainst.Health = usedAgainst.Health - damage;
            }
            PostAttackCheckPhase(usedBy, usedAgainst);
        }